게임이용에 따른 청소년의 사회자본·삶만족도/고독감·우울증의 성장궤적 연구 : 잠재성장모형(LGM)을 중심으로
초록
시간의 경과에 따른 게임이용에 대한 설명이나 예측이, 기존에 다뤄지던 변수들의 영향 관계에 대한 일관적이지 않은 결과들을 정리해줄 것으로 기대해, 한국콘텐츠진흥원에서 제공하는 게임이용자패널데이터 5차 년도의 자료를 중심으로 종단연구를 진행했다. 이 연구에서는 패널자료를 통해 각 종속변수의 초기치와 선형변화율을 예측하고, 이를 게임선용과 게임과몰입을 통제한 조건모형과 비교하는 가운데 게임이용의 긍정적, 부정적 영향력에 대해 동시에 설명해 보고자 하였다. 분석 결과, 첫째, 청소년의 사회자본, 삶만족도, 고독감, 우울증에 대한 성장궤적은 삶만족도의 경우 해마다 감소하며 초기에 그 값이 큰 청소년의 속도는 점점 느려지며 우울증은 해마다 증가하는데 증가속도는 감소하는 것으로 나타났다. 둘째, 청소년의 게임선용과 게임과몰입 국면에서 게임선용은 해마다 감소하고, 게임과몰입은 해마다 증가하며 둘다 초기값이 클수록 증가속도가 느린 것으로 나타났다. 셋째, 긍정적 효과로 논의되어온 사회자본, 삶만족도에 대해 게임선용이 통제된 상태에서의 영향관계를 살펴본 결과, 게임선용이 삶만족도에 긍정적 영향을 미친다는 결과를 도출했다. 넷째, 부정적 효과로 논의되어온 고독감, 우울증의 경우 게임과몰입이 통제된 상태에서의 영향관계를 분석한 결과, 청소년의 고독감에 게임과몰입은 정적 영향을 미치는 것으로 보이지만 결과적으로 긍정적인 것으로 나타났다. 이 연구에서는 게임의 긍정적 측면이라고 할 수 있는 게임선용이 삶만족도에 영향을 미치는 동시에, 부정적 측면인 게임과몰입 역시 고독감에 긍정적 영향을 미치는 것으로 밝혀졌다. 게임이용은 양날의 검처럼 긍, 부정적 측면을 동시에 지니고 있으므로 확장된 미디어로서 게임을 일상의 도구로 활용할 수 있도록 사회적 차원에서의 노력과 개인적 차원에서의 게임 리터러시 향상 등이 필요한 부분이며, 긍정적 측면에서의 논의들이 보다 확장되어야 할 것을 제안했다. 이에 미디어 학자들의 지속적 관심이 필요하며 게임이용에 대한 미디어 연구가 축적될 때 게임에 대한 사회적 논의가 더욱 실효성을 찾을 수 있을 것으로 보았다.
Abstract
Previous research has demonstrated the inconsistency of explanations for game use over time or predictions of game use. As a result, a longitudinal analysis was carried out on the data from the 5 years of a panel data(2014~2018) provided by the Korea Creative Content Agency. Each dependent variable's starting value and linear rate of change in this study were predicted using the panel data. A conditional model that controlled ‘adaptive game use’ and ‘game over-immersion’ was contrasted with this prediction model. This way, both the advantages and disadvantages of game use could be explained. First, the analysis revealed a downward trend in the growth trajectory of teenagers' social capital, life satisfaction, loneliness, and depression. The rate of decline slowed down with time for teenagers with high initial values. Despite an annual increase in depression prevalence, the rate of growth slowed. Second, in the phase of adaptive game use and game over-immersion among adolescents, adaptive game use decreases year by year, and game over-immersion increases every year, and the higher the starting value of both, the slower the rate of increase. Third, as a result of examining the relationship in which ‘adaptive game use’ is controlled for social capital and life satisfaction, which have been discussed as positive effects, the result is that ‘adaptive game use’ has a positive effect on life satisfaction. Fourth, in the case of loneliness and depression, which have been discussed as negative effects, as a result of analyzing the influence relationship in the controlled state of ‘game over-immersion’, it was found that game over-immersion had a positive effect on loneliness in adolescents. In this study, it was found that the positive aspect of games, adaptive game use, affects life satisfaction, while the negative aspect, overindulgence in games, also affects loneliness. According to this study, playing games "adaptively" has a beneficial impact on life satisfaction, and also "over-immersion" in games has a beneficial impact on loneliness. Game use has both advantages and disadvantages, making it a two-edged sword. For games to be used as regular tools and expanded media, social efforts must be made, as well as personal efforts to increase game literacy. As a result, media scholars' interest is urged, and when media studies on game use are accumulated, social discussions on games will be more effective.
Keywords:
Game, Social Capital, Life Satisfaction, Loneliness, Depression키워드:
게임이용, 사회자본, 삶만족도, 고독감, 우울증Acknowledgments
This study was supported by the hanshin University(이 연구는 한신대학교의 연구비 지원을 받아 수행된 연구임).
This study was based on the data of Korea Creative Content Agency(이 연구는 한국콘텐츠진흥원 데이터를 활용하였음).
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